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About The Pull Request Continuation of #64375, extracting tool behavior from attackby() and moving it into discrete _act procs. This is about as many files as I had in the last version, as I still want this to be reviewable. As before, I've tested everything in game and it works as it previously did. Why It's Good For The Game The more code moved out of attackby, the more modular things become. Changelog cl refactor: Moves more tool behavior out of attackby(). /cl
148 lines
5.9 KiB
Plaintext
148 lines
5.9 KiB
Plaintext
#define SHOWCASE_CONSTRUCTED 1
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#define SHOWCASE_SCREWDRIVERED 2
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/*Completely generic structures for use by mappers to create fake objects, i.e. display rooms*/
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/obj/structure/showcase
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name = "showcase"
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "showcase_1"
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desc = "A stand with the empty body of a cyborg bolted to it."
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density = TRUE
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anchored = TRUE
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var/deconstruction_state = SHOWCASE_CONSTRUCTED
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/obj/structure/showcase/fakeid
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name = "\improper CentCom identification console"
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desc = "You can use this to change ID's."
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icon = 'icons/obj/computer.dmi'
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icon_state = "computer"
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/obj/structure/showcase/fakeid/Initialize(mapload)
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. = ..()
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add_overlay("id")
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add_overlay("id_key")
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/obj/structure/showcase/fakesec
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name = "\improper CentCom security records"
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desc = "Used to view and edit personnel's security records."
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icon = 'icons/obj/computer.dmi'
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icon_state = "computer"
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/obj/structure/showcase/fakesec/update_overlays()
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. = ..()
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. += "security"
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. += "security_key"
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/obj/structure/showcase/horrific_experiment
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name = "horrific experiment"
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desc = "Some sort of pod filled with blood and viscera. You swear you can see it moving..."
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icon = 'icons/obj/machines/cloning.dmi'
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icon_state = "pod_g" // Please don't delete it and not notice it for months this time.
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/obj/structure/showcase/machinery/oldpod
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name = "damaged cryogenic pod"
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desc = "A damaged cryogenic pod long since lost to time, including its former occupant..."
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icon = 'icons/obj/machines/sleeper.dmi'
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icon_state = "sleeper-open"
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/obj/structure/showcase/machinery/oldpod/used
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name = "opened cryogenic pod"
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desc = "A cryogenic pod that has recently discharged its occupant. The pod appears non-functional."
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/obj/structure/showcase/cyborg/old
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name = "Cyborg Statue"
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desc = "An old, deactivated cyborg. Whilst once actively used to guard against intruders, it now simply intimidates them with its cold, steely gaze."
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icon = 'icons/mob/robots.dmi'
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icon_state = "robot_old"
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density = FALSE
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/obj/structure/showcase/mecha/marauder
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name = "combat mech exhibit"
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desc = "A stand with an empty old Nanotrasen Corporation combat mech bolted to it. It is described as the premier unit used to defend corporate interests and employees."
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icon = 'icons/mecha/mecha.dmi'
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icon_state = "marauder"
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/obj/structure/showcase/mecha/ripley
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name = "construction mech exhibit"
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desc = "A stand with a retired construction mech bolted to it. The clamps are rated at 9300PSI. It seems to be falling apart."
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icon = 'icons/mecha/mecha.dmi'
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icon_state = "firefighter"
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/obj/structure/showcase/machinery/implanter
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name = "\improper Nanotrasen automated mindshield implanter exhibit"
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desc = "A flimsy model of a standard Nanotrasen automated mindshield implant machine. With secure positioning harnesses and a robotic surgical injector, brain damage and other serious medical anomalies are now up to 60% less likely!"
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icon = 'icons/obj/machines/implantchair.dmi'
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icon_state = "implantchair"
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/obj/structure/showcase/machinery/microwave
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name = "\improper Nanotrasen-brand microwave"
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desc = "The famous Nanotrasen-brand microwave, the multi-purpose cooking appliance every station needs! This one appears to be drawn onto a cardboard box."
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icon = 'icons/obj/kitchen.dmi'
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icon_state = "mw"
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/obj/structure/showcase/machinery/cloning_pod
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name = "cloning pod exhibit"
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desc = "Depicts a prototype from a failed attempt at reliable cloning technology. The technology was scrapped after reports of severe mutations, wiggly ear syndrome and spontaneous tail growth. The date 11.11.2558 is engraved on the base."
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icon = 'icons/obj/machines/cloning.dmi'
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icon_state = "pod_0"
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/obj/structure/showcase/perfect_employee
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name = "'Perfect Man' employee exhibit"
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desc = "A stand with a model of the perfect Nanotrasen Employee bolted to it. Signs indicate it is robustly genetically engineered, as well as being ruthlessly loyal."
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/obj/structure/showcase/machinery/tv
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name = "\improper Nanotrasen corporate newsfeed"
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desc = "A slightly battered looking TV. Various Nanotrasen infomercials play on a loop, accompanied by a jaunty tune."
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icon = 'icons/obj/computer.dmi'
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icon_state = "television"
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/obj/structure/showcase/machinery/signal_decrypter
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name = "subsystem signal decrypter"
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desc = "A strange machine that's supposedly used to help pick up and decrypt wave signals."
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icon = 'icons/obj/machines/telecomms.dmi'
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icon_state = "processor"
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//Deconstructing
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//Showcases can be any sprite, so it makes sense that they can't be constructed.
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//However if a player wants to move an existing showcase or remove one, this is for that.
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/obj/structure/showcase/screwdriver_act(mob/living/user, obj/item/tool)
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if(anchored)
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return FALSE
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if(deconstruction_state == SHOWCASE_SCREWDRIVERED)
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to_chat(user, span_notice("You screw the screws back into the showcase."))
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tool.play_tool_sound(src, 100)
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deconstruction_state = SHOWCASE_CONSTRUCTED
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else if (deconstruction_state == SHOWCASE_CONSTRUCTED)
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to_chat(user, span_notice("You unscrew the screws."))
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tool.play_tool_sound(src, 100)
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deconstruction_state = SHOWCASE_SCREWDRIVERED
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return TOOL_ACT_TOOLTYPE_SUCCESS
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/obj/structure/showcase/crowbar_act(mob/living/user, obj/item/tool)
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if(!tool.use_tool(src, user, 2 SECONDS, volume=100))
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return
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to_chat(user, span_notice("You start to crowbar the showcase apart..."))
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new /obj/item/stack/sheet/iron(drop_location(), 4)
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qdel(src)
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return TOOL_ACT_TOOLTYPE_SUCCESS
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/obj/structure/showcase/wrench_act(mob/living/user, obj/item/tool)
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if(deconstruction_state == SHOWCASE_CONSTRUCTED && default_unfasten_wrench(user, tool))
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return TOOL_ACT_TOOLTYPE_SUCCESS
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//Feedback is given in examine because showcases can basically have any sprite assigned to them
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/obj/structure/showcase/examine(mob/user)
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. = ..()
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switch(deconstruction_state)
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if(SHOWCASE_CONSTRUCTED)
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. += "The showcase is fully constructed."
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if(SHOWCASE_SCREWDRIVERED)
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. += "The showcase has its screws loosened."
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else
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. += "If you see this, something is wrong."
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